Name: Alexander
Sex: Male
Species: Human?
Height: 5'10
Weight: 190lbs
Age: ??
Hair Color: Brown
Eye Color: Brown
Personality: Cold and apathetic. Very little rattles him, and his off-putting demeanor makes him dangerous and unpredictable.
Weapons: Lance Keyblade
Skills:
Weapon Specialist: Keyblades: +1 CS Fighting with Keyblades.
Jumping/Leaping: +1CS to Strength or Agility as needed.
Interrogation
Biology
Chemistry
Genetics
Description and/or Picture:
Stats:
Fighting: Remarkable
Agility: Marvelous
Strength: Very Good
Endurance: Excellent
Reasoning: Marvelous
Intuition: Remarkable
Psyche: Fantastic
Hit Points: 90
Stamina Points: 90
Mana: 90
Spells / Special Abilities:
Regeneration ( Supreme )
Cost: N/A
Uses: N/A
Description: The character heals 5hp at the end of every round of combat, or after 1 minute outside of combat.
Steelmind
Cost: N/A
Uses: Psyche
To Learn: 4 XP
Description: This character has either been trained against terrifying sights, or has just been through such evils nothing anyone can do to them can frighten them. They are virtually immune to the Fear effect, taking 1 level less effect from any fear ability. ( Example: If a spell is to fear them round one, then results in -2 to rolls round two, then -1 to rolls round three, they skip the fear and only suffer a -2 to rolls in round one, then -1 to rolls in round two. )
Special Conditions:
1. A fear roll of 100 or a player roll of 1 negates this ability.
Dark
Cost: 5 MP, 1 Dark Point
Uses: Psyche
Description: Forms and throws an orb of darkness. Does damage equal to casters Psyche -2CS. Agility to dodge.
Darka
Cost: 10 MP, 1 Dark Point
Uses: Psyche
Description: Forms and throws a sizeable orb of darkness. Does damage equal to casters Psyche -1CS. Agility to dodge.
Darkaga
Cost: 15 MP, 1 Dark Point
Uses: Psyche
Description: Forms and throws a large orb of darkness. Does damage equal to casters Psyche. Agility to dodge.
Darkness Magic:
Circle One:
Attunement ( Dark )
Cost: 5 MP, 2 Dark Points per target
Uses: Psyche if needed ( See below )
Description: Aligns a weapon with dark energy, allowing the wielder to target magical creatures such as archons, angels other creatures that would resist damage from a a normal weapon. Allow gives a short term bonus of +1cs to fighting, as well as +1cs damage to Light-aligned creatures only, for 2 rounds. Can target 1 weapon for every circle of magic the caster knows. Can also be used to realign a weapon from Light to Darkness, but a yellow roll is required to do so.
Create Darkness
Cost: 5MP, 2 Dark Point
Uses: Psyche
Description: Removes light from an area, plunging an area into darkness. At Circle 1 this can darken the average bedroom. Circle 2 a large living/dining room area. At Circle 3 it can darken an entire restaurant. Circle 4 and above this spell works outdoors during the daylight hours as long as there is at least some shadow coming from above, such as trees in a forest ( this will not work on an open beach for example ). This spell lasts for 1d5 minutes / rounds times the maximum Circle of the caster.
Circle Two:
Dark Portal
Cost: 10 MP, 2 Dark Point Same world, 4 Dark Point Different World
Uses: Psyche ( Only on request )
Description: opens a tunnel through the plane of Darkness to a place they have been to before.
Gloom
Cost: 10 MP, 2 Dark Point
Uses: Psyche
Description: Fills a target with sadness and depression. Target rolls psyche to resist. In affected, Target suffers -1 to all magic rolls for 1d3 rounds, 1d5 on a yellow. Also suffers -1 cs defense vs all mind spells.
Third Circle:
Dark Armor
Cost: 15 MP, 2 Dark Points
Uses: Psyche
Description: Creates armor out of the darkness on the caster. Provides Typical armor protection against Darkness, Shadow, and Light magic. Lasts three rounds, five on a yellow. On a red becomes Good armor protection.
Biography: